Selecting the proper .scaleMode **and** HStack

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The focus here is selecting the proper .scaleMode.

Please note that the graphics will be greatly enhanced in the next couple of weeks. But in the meantime, I thought I'd concentrate on the coding.

===== EDIT ======

I have decided to focus on using HStack by adding it to my GameScene code with this:

Note that my struct is just defined here .. it is instantiated via _ = StaticObjects() within func didMove(..)

As explained further down, this declaration is at the very top of class GameScene. The following declaration just defines it as a var within our class GameScene: SKScene

What is a big mystery to me if how the HStack is actually drawn? It's placed within the class GameScene', but somehow I do not put in the code required to draw it within my GameScene`.

class GameScene: SKScene, SKPhysicsContactDelegate {
    
    struct StaticObjects: View {
        
        var body: some View {
            
#if os(iOS)
            let imageFolder = "images_iOS/"
#elseif os(tvOS)
            let imageFolder = "images_tvOS/"
#endif
            let theBuildings: [String] = [imageFolder + "hotel",
                                          imageFolder + "saloon",
                                          imageFolder + "watertower",
                                          imageFolder + "jail",
                                          imageFolder + "farmhouse",
                                          imageFolder + "barn"]
            
            let theFigures: [String] = [imageFolder + "desperado",
                                        imageFolder + "sheriff",
                                        imageFolder + "horse",
                                        imageFolder + "guy"]
            
            HStack(alignment: .bottom) {
                
                // “Initializer 'init(_:rowContent:)' requires that
                // ‘SomeType’ conform to 'Identifiable’”
                //
                // Using a List or ForEach on primitive types that don’t
                // conform to the Identifiable protocol, such as an array
                // of strings or integers.
                ForEach(theBuildings, id: \.self) { theBuilding in
                    Image(theBuilding)
                        .resizable()
                        .scaledToFit()
                        .zIndex(2)
                    Spacer()
                }   // ForEach

            }   // HStack
                        
            HStack(alignment: .bottom) {
                
                ForEach(theFigures, id: \.self) { theFigure in
                    Image(theFigure)
                        .resizable()
                        .scaledToFit()
                        .offset(x: 0.0, y: -15.0)
                        .zIndex(2)
                    Spacer()
                }   // ForEach

            }   // HStack
            
        }   // body:
        
    }   // struct

    
    override func sceneDidLoad() {
        
        super.sceneDidLoad()
                                   
     }   // sceneDidLoad
    
    
    override func didMove(to view: SKView) {
       
        super.didMove(to:view)
        
        physicsWorld.contactDelegate = self

        _ = StaticObjects()   // instantiate my struct

                             
    }   // didMove
    
    
    func didBegin(_ contact: SKPhysicsContact) {
                                

    }   // didBegin
    
}   // class GameScene

Unfortunately, I must still be doing something that is basically wrong.

For example, am I placing this structin the right place (= GameScene?)

===== end EDIT =====

Using .resizeFill shows this for portrait view:

enter image description here

Using .resizeFill shows this for landscape view:

enter image description here

Please note that for the landscape view, the line of SKSpriteNodes (and the railroad tracks) got greatly inset which is unsatisfactory. In the portrait view, this line + tracks are spread out edge-to-edge horizontally which is what I'd like to happen also in the landscape view

I then tried .aspectFill. This .scaleMode did eliminate the above mentioned inset which is great. But, as expected, in each case, portrait + landscape, the top-most Status Light (SKShapeNode) got clipped.

So, how do I get the best of both worlds = no clipping of the Status Light and no inset of the SKSpriteNodes??

Please note that the line of SKSpriteNodes are graphically added to the GameScene's .sks file. The railroad tracks, the train + dog are dynamically added with Swift coding because the train + dog move along the tracks and these tracks are the UIBezierPath along which the train + dog move.

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